/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemComponent.h
The core ActorComponent for interfacing with the GameplayAbilities System
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=AbilitySystem, HideCategories=(Object, LOD, Lighting, Transform, Sockets, TextureStreaming), EditInlineNew, Meta=(BlueprintSpawnableComponent)) class UAbilitySystemComponent : public [UGameplayTasksComponent](API\Runtime\GameplayTasks\UGameplayTasksComponent), public [IGameplayTagAssetInterface](API\Runtime\GameplayTags\IGameplayTagAssetInterface), public [IAbilitySystemReplicationProxyInterface](API\Plugins\GameplayAbilities\IAbilitySystemReplicationProxyIn-)
FGenericAbility...
AbilityActivatedCallbacks
A generic callback anytime an ability is activated (started)
TSharedPtr<FGa...
AbilityActorInfo
Cached off data about the owning actor that abilities will need to frequently access (movement component, mesh component, anim instance, etc)
FGenericAbility...
AbilityCommittedCallbacks
A generic callback anytime an ability is committed (cost/cooldown applied)
FAbilityEnded
AbilityEndedCallbacks
Callback anytime an ability is ended
FAbilityFailedD...
AbilityFailedCallbacks
Called with a failure reason when an ability fails to activate
float
AbilityLastActivatedTime
Local World time of the last ability activation. This is used for AFK/idle detection
TArray<FAbilit...
AbilityListLockActiveChanges
TArray<FGamepl...
AbilityPendingAdds
TArray<FGamepl...
AbilityPendingRemoves
int32
AbilityScopeLockCount
FAbilitySpecDir...
AbilitySpecDirtiedCallbacks
Called when an ability spec's internals have changed
FGameplayAbilit...
AbilityTargetDataMap
Maps from an ability spec to the target data. Used to track replicated data and callbacks
FGameplayAbilit...
ActivatableAbilities
The abilities we can activate.
FActiveGameplay...
ActiveGameplayCues
List of all active gameplay cues, including ones applied manually
FActiveGameplay...
ActiveGameplayEffects
Contains all of the gameplay effects that are currently active on this component
FName
AffectedAnimInstanceTag
The linked Anim Instance that this component will play montages in.
bool
bCachedIsNetSimulated
Cached value of rather this is a simulated actor
FGameplayTagCou...
BlockedAbilityTags
Abilities with these tags are not able to be activated
bool
bPendingMontageRep
Set if montage rep happens while we don't have the animinstance associated with us yet
bool
bSuppressGameplayCues
Suppress all GameplayCues on this component
bool
bSuppressGrantAbility
Suppress all ability granting through GEs on this component
int32
ClientActivateAbilityFailedCountRecent
float
ClientActivateAbilityFailedStartTime
TArray<FAttrib...
DefaultStartingData
TArray<FGamepl...
GameplayEffectApplicationQueries
We allow users to setup a series of functions that must be true in order to allow a GameplayEffect to be applied
TArray< TPair< ...
GameplayEventTagContainerDelegates
List of gameplay tag container filters, and the delegates they call
TMap<FGameplay...
GameplayEventTriggeredAbilities
Abilities that are triggered from a gameplay event
FGameplayTagCou...
GameplayTagCountContainer
Acceleration map for all gameplay tags (OwnedGameplayTags from GEs and explicit GameplayCueTags)
int32
GenericCancelInputID
int32
GenericConfirmInputID
InputID for binding GenericConfirm/Cancel events
TMap<FGameplay...
GenericGameplayEventCallbacks
Callbacks bound to Gameplay tags, these only activate if the exact tag is used.
FAbilityConfirm...
GenericLocalCancelCallbacks
Generic local callback for generic CancelEvent that any ability can listen to
FAbilityConfirm...
GenericLocalConfirmCallbacks
Generic local callback for generic ConfirmEvent that any ability can listen to
float
IncomingDuration
Internal Attribute that modifies the duration of gameplay effects applied to this component
InputID
*
int32
FGameplayTagCon...
InternalTryActivateAbilityFailureTags
Failure tags used by InternalTryActivateAbility (E.g., this stores the FailureTags of the last call to InternalTryActivateAbility
FGameplayAbilit...
LocalAnimMontageInfo
Data structure for montages that were instigated locally (everything if server, predictive if client. replicated if simulated proxy)
TArray<FServer...
LocalServerAbilityRPCBatchData
Accumulated client side data that is batched out to server on EndServerAbilityRPCBatch
FActiveGameplay...
MinimalReplicationGameplayCues
Replicated gameplaycues when in minimal replication mode.
FGameplayAbilit...
OnAbilityEnded
Callback anytime an ability is ended, with extra information
FOnGameplayEffe...
OnActiveGameplayEffectAddedDelegateToSelf
Called on both client and server whenever a duraton based GE is added (E.g., instant GEs do not trigger this).
FOnGameplayEffe...
OnGameplayEffectAppliedDelegateToSelf
Called on server whenever a GE is applied to self. This includes instant and duration based GEs.
FOnGameplayEffe...
OnGameplayEffectAppliedDelegateToTarget
Called on server whenever a GE is applied to someone else.
FImmunityBlockG...
OnImmunityBlockGameplayEffectDelegate
Immunity notification support
FOnGameplayEffe...
OnPeriodicGameplayEffectExecuteDelegateOnSelf
Called on server whenever a periodic GE executes on self
FOnGameplayEffe...
OnPeriodicGameplayEffectExecuteDelegateOnTarget
Called on server whenever a periodic GE executes on target
float
OutgoingDuration
System Attributes
TMap<FGameplay...
OwnedTagTriggeredAbilities
Abilities that are triggered from a tag being added to the owner
TArray<FPendin...
PendingServerActivatedAbilities
This is a list of GameplayAbilities that were activated on the server and can't yet execute on the client.
FReplicatedPred...
ReplicatedPredictionKeyMap
PredictionKeys, see more info in GameplayPrediction.h.
EGameplayEffect...
ReplicationMode
How gameplay effects are replicated
bool
ReplicationProxyEnabled
When enabled GameplayCue RPCs will be routed through the AvatarActor'sIAbilitySystemReplicationProxyInterfacerather than this component
FPredictionKey
ScopedPredictionKey
Current prediction key, set withFScopedPredictionWindow
TArray<TObject...
SpawnedTargetActors
List of currently active targeting actors
bool
UserAbilityActivationInhibited
Rather activation is currently inhibited